Turn 2The Pioneer - Taricus
Close door behind self, Salvage Cooling banks for materials, then head upstairs.
Not wanting to be distracted by a security detail or another escapee of your kin, you shut the door and get back to work. With the alarms blissfully muted behind the door, you can finally get to work.
Your augmented fingers bend the metal and you begin pulling it off, carefully, as to not to disrupt the precious machinery underneath. The material is light but quite resistant, and in handy plates. You take as many as you can reliably carry unfortunately, you have to do so with your hands. It's enough for Ayers' new legs, but unless you build an electronical or biological system to go with them, they won't be of any use. And of course there's the whole business of getting him or something in his body up and running in the first place.
The stairs only go up a single floor, ending in a heavy metal and very obviously locked door. A camera stares at you from above a sign titled 'ARMOURY'.
[Electronics (Herculean/100):35] The small panel locks out just after a few presses on the board, leaving you standing around in frustration. Your implants could help with another try, but just as well you might be stuck here all day trying to fiddle with this lock, especially if it insists on going into lockdown after each failed try.
Health Points: [€€€€€]
Energy Points: [€€€€] (Recharge rate: 1p/turn)
Abilities:
Superstrong Brawl [Free, 3 physical melee damage]
Neural Uplink [3 EP, +40 to active Electronics test]
Augmented Eyesight [Passive, +20 to Perception]
Engineering Genius [Passive, +30 to Construction]
Current Effects:
Immune to Gas [Protected from gas and airborne toxins]
Weighed Down [-30 to Acrobatics]
Inventory:
Damaged Pioneer Armoured Suit
Gas Mask [Enables Immune to Gas, -5 to Perception]
Ayers' Body [Enables Weighed Down]
Light Metal Plates
Assets:
None
Location: Armoury Door [The Hold]
Tombstone - Terenos
Action: Speak to/startle the inmate! Also get a better look at him.
(You know, determine if he works for anyone..Right now.)
The inmate edges closer ignorant of your presence. You decide it's time to get an idea of what's going on here.
"You there. What is this place? Who do you owe your allegiance to?" you say, stepping into the corridor.
He jumps visibly, reaching for his improvised weapon. Fear flickers across his face but quickly turns into a frown. He looks you up and down.
'Fresh out of the ice, huh? Jesus, you're in bad shape.' he says. 'This is the Black Castle, but it's really whatever you want to call it now. We're in the Fountain Hall, property of... well, no-one just yet.'
He steps a little closer, betraying his nervousness only by a frenetic brushing of his thumb against his index finger.
'Were you in the Warden's office? You must be worth a lot... Who did you say you were again?'
This is going nowhere. The wretch should know to watch its tongue.
"Do not," you reply with a voice like cracking bone,
test my patience, little worm. I owe you no answers, and I will not ask again. Who do you owe your allegiance to?[Charisma (Medium/40):5] 'You don't scare me, you freak! I know what the ice does to you, so-'
[4] Before he can finish the sentence, you've grabbed him by the neck and lifted him off his feet in one smooth movement. Only a miserable whine comes out of his throat now. You let out a small growl and slam him against the corridor floor with such force you can hear his bones breaking. You crouch down next to him and whisper into his ear.
I hold within me the power to separate you limb from limb, flay your skin without as much as a thought, send you to a state of neverending pain and misery. I ask you, one last time. Who do you owe your allegiance to?[Charisma (Easy/20):94] His reply comes between pained sobs and wheezing. 'N...no... no-one. N... not anymore.' he manages, and then, hesitantly, adds; 'You?'
Health Points: [€€€€€€]
Energy Points: [€€€] (Recharge rate: 1p/turn)
Abilities:
Brawl [Free, 1 physical melee damage]
Arcane Blade [3 EP, 4 magical melee damage]
Draining Ritual [3 EP, transfer 3 Health Points from the enemy to yourself. Must remain untouched to the end of the turn.]
Master of the Arcane [Passive, +30 to Occult Knowledge]
Hold Knowledge [Passive, +30 to Castle Knowledge in the Hold]
Current Effects:
None
Inventory:
Wayne's Clothes
Hangman's Noose
Hold Blueprints [Enables Hold Knowledge]
Black-and-Red Stone Fragment
Assets:
None
Location: Fountain Hall 2nd Floor Corridor [Bloodworth Halls]
Cole O. Straiter The Fool
.
Run at the fence and scale it before the pain kicks in.
You take a deep breath and glance back, expecting to see a security detail surrounding you of course, there's nothing there and break off into a sprint towards the fence.
[Acrobatics (Easy/20):34] This time your leap carries you half-way up the fence and you pull yourself up the remaining distance with a firm grasp of the top. Your muscles buckle under the stress of moving you over the fence, but then it's over and you land more or less gracefully on the other side.
The maintenance corridor is lit up in red, which isn't much of a change mood-wise to the pale blue of the cryo-tank chamber and quickly turns into a small, low-ceilinged corridor with a variety of pipes and cabling running through the walls. The air is hot, atleast compared to what you were forced to endure earlier, and makes your eyes water.
A few side corridors lead to stairways or rise up, but are only signed by jumbles of letters which would no doubt make sense to whoever works here or someone with a map, but are gibberish to you. The tunnels themselves continue for well, you can't really say, but probably all across the Hold building. Without a map or a general idea of the layout, you'll have no idea where you're going, though. Tunnels continue, aside from where you came from, to the north, west and upstairs to the northeast.
Health Points: [€€€€]
Energy Points: [€€€€€]
Abilities:
Brawl [Free, 1 physical melee damage]
Silvertongue [Passive, +30 to Charisma]
Analytical Mind Passive, +30 to Perception]
Master of Disguise [Passive, +20 to Stealth]
Current Effects:
None
Inventory:
The Conductor's Clothes
Assets:
None
Location: Maintenance Tunnels [The Hold]
KB-1981 - MonkeyHead
Open the pen for the active droid and attempt to remove the restraining device, quietly if possible, but with brute force if needs be. Advise droid of intent to escape compromised facility and request assistance for mutual protection.
[Electronics (Medium/40):41] The second lock proves impenetrable to your auxiliary programs and eventually you have to take over manually, deducing the codes one by one. The door clicks open.
The robot inside bears some outwards resemblance to you, with a sleek humanoid form much like your own. That's where it ends, unfortunately whereas you're a dull gunmetal grey, it's a thing of white and gold, highly ornamented and with a variety of useless parts and sections jutting out almost grotesquely. A pair of golden wings sprout out of its head and are repeated in larger size from just below its shoulders. Your scan picks out two removed blade attachments along the arms, but that seems about it.
[Electronics (Hard/60):103] You look over the seal, picking out the spots of access and connecting yourself to the machine. It doesn't take you long to force it to deactivate. You wrench it out and let it clatter to the floor.
The other robot wakes up with a faint hum, its cameras zooming and out to get into focus.
'
Have you found her?'[/color] it asks, a harmonic voice carrying forth from its voicebox.
You ignore the question and send a blurt of machine code at it, but either it ignores you on purpose or cannot understand. You repeat the same with actual words, but still it ignores you.
'
We must not fail.'[/color] it says, servos whining as it attempts to move. You see the dust on its frame. It must have been down here for years.
Health Points: [€€€€€€]
Energy Points: [€€€€]
Abilities:
Brawl [Free, 1 physical melee damage]
Integrate Weapon [2 EP, removes energy cost for using a weapon]
Combat Droid [Passive, +1 to both melee and ranged attacks -1 to enemy attacks]
Robotic Mind [Passive, +30 to Perception, +30 to Electronics.
Heavy Frame [Passive, -10 to Acrobatics]
Current Effects:
None
Inventory:
Nothing
Assets:
None
Location: Secure Storage Corridor [The Hold]